Blast Cantrip (5e Spell)

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Blast Cantrip
Evocation cantrip
Casting time: 1 action
Range: Varies
Components: V, S
Duration: Instantaneous


You can learn this spell multiple times. Each time you learn blast cantrip, you learn one version of it. Each time you learn a version, choose one damage type, one delivery method, and optionally one rider.

Damage Type[edit]

You can choose any damage type for your blast cantrip. If you choose force or psychic as your damage type, the spell's damage dice decreases by one step (e.g., 1d10 becomes 1d8).

Delivery Method[edit]

Delivery Effect description
Ray Make a ranged spell attack targeting a creature or object within a range of 60 feet. On a hit, the target takes 1d10 damage.
Touch Make a melee spell attack targeting a creature or object you try to touch. On a hit, the target takes 1d10 damage.
Burst Each creature within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 damage.
You cannot choose a rider, but you can choose any damage type without decreasing the damage dice.
Bomb A creature within 60 feet of you that you can see must succeed on a Dexterity saving throw or take 1d10 damage.
Shake A creature within 60 feet that you can see must succeed on a Constitution saving throw or take 1d10 damage.
Spook A creature within 60 feet of you that you can see must succeed on a Wisdom saving throw or take 1d10 damage.

Rider(s)[edit]

Rider Effect description
Bolt This rider cannot be chosen for a touch cantrip. The cantrip's range is doubled.
Shock Decrease this cantrip's damage die by one step (e.g., 1d10 becomes 1d8).
If the target is wearing armor made of metal or is made mostly of metal, you have advantage on the attack roll or the target has disadvantage on its saving throw.
You can select one more rider (maximum two) if that rider doesn't decrease damage by more than one step, nor increase damage by any steps..
Grasp Decrease this cantrip's damage die by one step (e.g., 1d10 becomes 1d8), unless its range is touch.
If the target takes damage, it can't take reactions until the start of its next turn.
Slow Decrease this cantrip's damage die by two steps (e.g., 1d10 becomes 1d6).
If the target takes damage, its speed is reduced by 10 feet until the start of its next turn.
Splash Decrease this cantrip's damage die by two steps (e.g., 1d10 becomes 1d6).
You can choose two creatures to be the target of this spell if you can see both and they are within 5 feet of each other. You make a separate attack roll for each, or each makes a separate saving throw.
Bane Decrease this cantrip's damage die by one step (e.g., 1d10 becomes 1d8).
The cantrip's range increases to 120 feet, unless the range is touch.
Choose a creature type when you gain this spell (other than humanoid). When a creature of that type takes damage from this spell, it has disadvantage on attack rolls against you until the end of your next turn.
Hinder Decrease this cantrip's damage die by two steps (e.g., 1d10 becomes 1d6).
If the target takes damage from this spell, it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Infect Decrease this cantrip's damage die by one step (e.g., 1d10 becomes 1d8).
If a creature takes damage from this spell, it can't regain hit points until the start of your next turn.
You can select one more rider (maximum two) if that rider doesn't decrease damage by more than one step, nor increase damage by any steps.
Fester Decrease this cantrip's damage die by two steps (e.g., 1d10 becomes 1d6).
This cantrip's range is reduced to 30 feet if it would otherwise be higher.
If a creature takes damage from this spell, it moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
Pull This rider cannot be chosen for a touch spell, and once chosen the spell's range is reduced to 30 feet.
Decrease this cantrip's damage die by two steps (e.g., 1d10 becomes 1d6).
A creature that is hit by your attack roll or fails its saving throw is pulled up to 10 feet in a straight line toward you.
When you choose this rider, you can optionally change the cantrip's saving throw to Strength if it would otherwise be another type of saving throw.
Lure This rider cannot be chosen for a touch spell, and once chosen the spell's range is reduced to 15 feet.
Decrease this cantrip's damage die by two steps (e.g., 1d10 becomes 1d6).
A creature that is hit by your attack roll or fails its saving throw is pulled up to 10 feet in a straight line toward you and then takes damage if it is within 5 feet of you. If the target doesn't end this movement within 5 feet of you, it doesn't take damage.
When you choose this rider, you can optionally change the cantrip's saving throw to Strength if it would otherwise be another type of saving throw.
Toll A creature that has full hit points when damaged by this spell takes damage dice reduced one step (e.g., 1d10 becomes 1d8). A creature that is missing hit points when damaged takes damage dice increased one step (e.g., 1d10 becomes 1d12). This rider can't increase a damage die above 1d12.
Poison Increase this cantrip's damage die by one step (maximum 1d12) but reduce its range to 10 feet if it would otherwise be higher. This spell's damage type must be poison.

Add one more damage die to this spell when you reach 5th level (two dice), 11th level (three dice), and 17th level (four dice).

See also[edit]

This spell can emulate the following official cantrips:

In other words, this spell can be used to mimic every official damaging cantrip with a duration of "instantaneous" or "1 round" other than eldritch blast (because it's so powerful), booming blade, and green-flame blade.

This spell doesn't directly consider that some classes usually have "weaker" or specialized cantrips, nor that some classes usually can't access certain damage types.


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